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using System;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>User-facing settings for GPU Resident Drawer draw submission settings.</summary>
[Serializable]
public struct GlobalGPUResidentDrawerSettings
{
/// <summary>Default GlobalImprovedDrawSubmissionSettings</summary>
/// <returns>Default value for GlobalImprovedDrawSubmissionSettings</returns>
public static GlobalGPUResidentDrawerSettings NewDefault() => new GlobalGPUResidentDrawerSettings()
{
mode = GPUResidentDrawerMode.Disabled,
smallMeshScreenPercentage = 0.0f,
enableOcclusionCullingInCameras = false,
useDepthPrepassForOccluders = true
};
/// <summary>batching mode of macro batcher.</summary>
public GPUResidentDrawerMode mode;
/// <summary>
/// Default minimum screen percentage (0-20%) gpu-driven Renderers can cover before getting culled.
/// </summary>
public float smallMeshScreenPercentage;
/// <summary>Enables occlusion culling in cameras</summary>
public bool enableOcclusionCullingInCameras;
/// <summary>Uses the depth prepass for occluders</summary>
public bool useDepthPrepassForOccluders;
}
}